using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace CapturarObjetos
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        ObjetoJogo chao;
        Camera camera;
        ObjetoJogo cilindro;
        ObjetoJogo coisa;
        ObjetoJogo cubo;
        ObjetoJogo esfera;
        ObjetoJogo objeto;
        ObjetoJogo piramide;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            chao = new ObjetoJogo();
            cilindro = new ObjetoJogo();
            coisa = new ObjetoJogo();
            cubo = new ObjetoJogo();
            esfera = new ObjetoJogo();
            objeto = new ObjetoJogo();
            piramide = new ObjetoJogo();
            camera = new Camera();

            chao.Modelo = Content.Load<Model>("chao");
            cilindro.Modelo = Content.Load<Model>("cilindro");
            coisa.Modelo = Content.Load<Model>("coisa");
            cubo.Modelo = Content.Load<Model>("cubo");
            esfera.Modelo = Content.Load<Model>("esfera");
            objeto.Modelo = Content.Load<Model>("objeto");
            piramide.Modelo = Content.Load<Model>("piramide");

            esfera.World = Matrix.CreateTranslation(0, 5, 0);
            piramide.World = Matrix.CreateTranslation(0, 0, 60) * Matrix.CreateScale(0.3f);//posicao do modelo
            //piramide.World = Matrix.CreateScale(0.3f); //tamanho do modelo




            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            //"abrindo seus olhos":

            float rotacao = 0.0f;
            Vector3 posicao = new Vector3(0,0,0);
            camera.Update(rotacao, posicao);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            chao.Desenhar(camera);
            //cilindro.Desenhar(camera);
            //coisa.Desenhar(camera);
            //cubo.Desenhar(camera);
            //esfera.Desenhar(camera);
            //objeto.Desenhar(camera);
            piramide.Desenhar(camera);

            base.Draw(gameTime);
        }
    }
}
